This is the transgender type humanoid in my world. They are a race onto themselves, but are welcoming so others may find a home in their towns and culture. Choll always breed true, regardless of who they mate with. Their communities are hidden from enemies but open to anyone that seeks help in questioning their role or place in society, many spell-casters and artists find their way, for a while to seek solace or to find a new home.
Choll
Chol are bright yellow humanoids, with long arms and legs. Their hair is most often shoulder length and grey, but many choll are able to change colour through concentration. Many do fancy or odd hair styles to express themselves, others wear it short or shave it off completely. Both typical genders exist in their society, but at their Ritual of Aging, they decide their Adult gender identity. They have no hesitation to pick fashion or weapon styles which are seemingly bizzare, but they fit that individual.
Choll society is one of workers and artists, where traditional gender roles and functions exist within a wide spectrum. Some are natural Choll, born and raised by community members, who seek to find their path in life and society. Just as many are elves, humans or dwarves who travel there, these are first generation, their children are always born to other choll, and are choll. Their society is split into four primary genders: males, females, plus the mixed and the bred. Mixed are individuals who chose their gender, by dress and habit. Bred are those who go through a magical ceremony to pick gender. While there is much social interaction and options, individuals are left alone to make a choice.
Most of their villages are in spire or forest communities where there is plenty of resources, but they can hide their population. It has long been believed that due to their changing of genders they are embarrassed, but this is false, because of their capacity to change, they are sought out by hunters and sorcerers to be instruments of adaption. They are often physically and magically abused, and while many choll do not hesitate to fight for others, they prefer their offspring be sheltered.
Personality: Despite their harsh life and constant threats, choll find beauty, charm and humor in their lives. A large number are in constant threatening situations so they take joy where they can, especially in themselves and their allies. They have many allies that are fey or chaotic, but they appreciate friends no matter where or why - few are lawful, many have noble allies who do not understand their carefree ways, but respect them nonetheless. They form egalitarian societies, as they look for leaders to step forward, regardless of their family history - yet they are also respectful of those who do not want to be apart of their battles. Most are meshed within city society, which is typical of many creatures on Nyssa.
Most males are sorcerers and artists, females usually become rangers or strngth based warriors - the feminine often exist far from the core city centres. United Male or United Female form the largest group that resides in the centre of the community and society. They are very competitive with each other, but most do it in a playful way. Individuals are free to select their role and class.
Physical Description: They are heavily muscled, bright yellow skinned with deep red hair. Many of them wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.
Relations: They are well versed with other chaotic or fey beings, sharing in their wild parties of glee. They are respectful of anyone who is of differing opinion,but often they are dangerously protective of allies or family which can cause problems. They do not try to cause problems, but many lawfully aligned beings find them distasteful. Choll do not seek recruits, yet they do not need to, many individuals look for this group, especially those who question their role in life or their gender or sexuality or other life decisions. They offer advice to artists and thinkers, many races come through their community, and seek solace or refuge for short periods of time. Choll help people make decisions for themselves and then help them thrive in their selected path. Most civilized people know and accept individuals who have become choll, so these people have allies among most non-evil peoples.
Alignment: While unpredictable, they try to avoid problems with allies. They tend towards chaotic and neutral, but they do have many good aligned allies.
Lands: Choll are community folk, sharing space typically with Elf or Charr. They rarely gather in large enough numbers to form their own self-contained groups.
Religion: Few are religious, they tend to respect their allies gods, but do not have their own. They do have a small pantheon of High Heros, they look to as guides but not religious ones. The few who do follow a specific deity, organize in ways as elsewhere on Nyssa, except there are no sermons; weekly gatherings at an obelisk happen, but many just stand, pray in silence or meditate. Individuals may seek out guidance, but do so with clerics, sorcerers or even druids. Monks are highly revered, and some have followings based on their capacity to concentrate, or their non-verbalizing leadership.
Language: They speak their own language, and those of breeding also learn common, elven, dwarven or faerie.
Adventurers: For the Choll life is an unexpected adventure. They spend much of their life struggling for themselves and their allies, because there are those who would use their bodies. They want to help other creatures be able to live their lives... unjudged and free.
Choll
+2 on survival and Knowledge (Either Nature or Society)
Gain Endurance as a free feat
Tribal Weapon - Energy Lash, supernatural ability
+2 dexterity, +2 Constitution, -2 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)
Level Adjustment: +1 CR
Gain +4 skill points every HD over 1st, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant
2 HD Gain Energy Lash (1d4)
3 HD gain damage reduction 1 / -; Control Colour, Size and Shape of minor objects by touch
4 HD +2 to Dexterity or Constitution; Modify Physical appearance
5 HD Specialized in Energy Lash (2d4); gain damage reduction 2 / -
6 HD +2 to Dexterity or Constitution; Gain Physical Adaption
7 HD Double Energy Lash Damage; +2 to Dexterity or Constitution
8 HD +2 to strength or Constitution
9 HD gain damage reduction 5 / -; Triple Energy Lash Damage & range (1d12 dmg); +5 to any three ability scores
Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.
Energy Lash: Choll have a strong but brief connection to otherworldly elements. Upon concentration, they can release a bright flash of energy, acting as a combined elemental whip weapon. It can affect creatures within a ten foot radius. If they lower the damage, (change to a D6) the energy can be focused to one type of energy (Rock, Water, Air or Sunlight also called Celestial Flame.)
Specialized lash: Increase in damage and length increases to 20 ft
Double Energy Lash: Two energy lash are extended up to 20 feet. The two creatures cannot be more than ten feet apart.
Modify Physical appearance: Have an ability to adjust their physical presence (+/- 50 pounds, +/- 2 feet, change skin and hair colour. for up to one hour.)
Gain Physical Adaption; Adjust their physical features to better fit into one environment. Gain +3 to any physical skill, such as fins for +3 on their swim skill score, or +3 on climbing, etc. Once selected this adaption becomes permanent.
Triple Energy Lash Damage & range: Three energy lashes at a range of 30 feet. The creatures cannot be more than fifteen feet apart.
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This was an idea I have been playing around for awhile, and never got right. Still things that I'm not happy with, but I gotta let it go, and let it be.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Monday, 4 February 2019
Sunday, 3 February 2019
C'Tek (Chlorthek) - acid dripping humanoid,
C'Tek (Chlorthek)
Type Aberation
Hit Dice: 13 hp 2d8+4
Initiative: +0
Speed: 30
AC: 14 (touch 10, flat 14)
Attacks: Slam +6 (1d6+3)
Damage: By Blade or Slam Weapon
Face/Reach: 5 ft
Special Attacks: Acidic Touch (1d2)
Special Qualities: +3 on saves to acid & poison
Saves: F +5, R +1, W +5
Abilities: Str 13, Dex 10, Con 15, Int 8, Wis 13, Cha 8
Skills: Perception +6, Stealth +4, Knowledge (Poison) +4, Craft (alchemy) +10
Feats: Imp Grapple (F), Imp Initiative, Resist Magic
Climate/Terrain: Any, Spires or towns
Organization: Solitary or Pool (3-12)
Challenge Rating: 2
Treasure: Standard
Alignment: NG or NE (split between good and evil)
Advancement Range: By HD or Class (Rogue, Ranger, Druid, Fighter)
Humanoid Aberation that has loose grey saggy skin. They need to concentrate for a round in order to pull the skin tight, it stays closely attached for 5 or more rounds. Cursed by circumstances, as their body needs to deform once a day to stay healthy, but they are emotionally affected by the process
and are loathe to do it in front of anyone. Their bodies own acid deforms anything of fine design, so they shy away from anything except the most basic, rudimentary items.
While they seem physically incapable of handling physical challenges, they as a people have learned to adapt and grow with the acids in their own body, adjusting to the situations around them. They prefer dark alleyways in large cities, because leaving little tear or burn marks doesn't gather too much attention. Many are angry at the world and their existence, wanting to inflict pain or take from anyone in their way. Others, understand that their gifts enable them not to have, but to give to others in different ways.
Many good aligned Chlortheks become artists, alchemists or crafters, while many evil ones become rogues, intent to take whatever they want. They are not direct enemies, each understands what the other does, but feels that those actions are not best for them. They are from a people long-ago cursed by the gods for the defilement of a holy site, and their eternal payment seems to be the curse that condemns them. There are stories about Chlortheks who lose the curse for their offspring, but they must pay for the crimes of their ancestors.
By Racial Levels: +6 skill points per HD
1 HD Youth, 6 skill points + 1 feat
2 HD Mature, 6 skill points + 1 feat
3 HD +2 to any attribute score; +1 AC; Acid Touch Dmg 1d3; Auto half damage from Acid
4 HD SR 5, Resist +5 cold & Electricity; Acid Marking
5 HD +2 to any attribute score; Gain 1 Feat; +1 AC; Acid Touch 1d6; Immune to Acid damage
6 HD SR 10; Polymorph Resistance, Resist +10 cold & Electricity
7 HD +2 to any attribute score; Uncanny defense; +1 AC; Acid Touch 1d8
8 HD Acid Throw - As touch dmg, by dex modifier; Gain 1 Feat
9 HD +2 to any attribute score; +1 AC; Acid Touch 2d6
10 HD SR 20; Petrification Resist, Acid Cloud 2d8 dmg, Acid Touch 2d8 dmg
11 HD +2 to any three attribute scores; Gain 1 Feat; +1 AC; Acid Touch 2d10; Formless
These racial HD are the default abilities of a C'Tek, if they alternative abilities for any HD or level they cannot earn any additional racial HD levels.
3 HD Acid Marking: By grazing an item, they can mark it with a unique marking so it can be identified. The marks can be as rough or genteel as desired.
7 HD Acid Throw Can collect a glob of acid to throw it at anything within 20 ft, inflicting 1d6 damage, up to 2+1/dex or con modifier
9 HD Acid Cloud: They can release the acid upon concentration in a cloud form up to three times a day inflicting 2d8 dmg, in a 10 ft X 10 ft X 10 ft. range and it will last 5-10 rounds. If the C'Tek leaves the cloud, decrease damage to 2d6 every round. It takes two rounds for the acid cloud to fully form.
Formless: Able to change into a pool of acid and move in a 20 foot speed. They lose any natural armor class but can attack using their base attack and any dexterity ability boosts to inflict 3d6 dmg. They are able to stay in this form for up to 8 hours at a time. It is a move action to change back into humanoid form, but it is a two round action to change into the acid form and they cannot be wearing non-magical items or they will be destroyed.
Friday, 1 February 2019
Chesshire Template (orange striped animal with green ethereal eyes)
Was inspired by a short story Lilly-White & the Thief of Lesser Night by CSE Cooney for this idea. It works really well as have a ton of creatures from similar types of creatures from nursery rhymes.
CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19
OFFENSE
Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)
STATISTICS
Dex +4, Cha +2, Wis -2
While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.
CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19
OFFENSE
Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)
STATISTICS
Dex +4, Cha +2, Wis -2
Feat Bumps Dimensional Assault,
Improved Initiative, Weapon Finesse
Skills Bumps: Bluff +8, Perception +8,
Stealth +12
Languages Common, Elven, Faerie plus
other common languages in the area
--------------------
SPECIAL ABILITIES
--------------------
Ethereal Poison (Ex) Bite—injury;
save Fort DC 19; frequency 1/round; effect slip into the ethereal for
an unspecified number of rounds; cure 1 save. The save DC is
Constitution-based. The time the poison lasts depends on the saving
throw. If a 1 is rolled, use 11-20 rounds; if 2 is rolled, use 9-16
rounds, if a 3 is rolled use 7-12 rounds, if a 4 or higher is rolled
use 3 or 4 rounds. Any roll effectively higher but that still fails, causes the victim to slip into the ethereal for 1d2 rounds.
--------------------
ECOLOGY
--------------------
Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: As monster HD or class
The Cheshire Template is for animals or
creatures exposed to the madening effect of the Cheshire disease.They appear the same as the animal or creature they originated from, but have bright orange or purple stripes all over their body and green ethereal eyes. When they experience surprise or feel threatened, they need to roll a will saving throw or they lose themselves to the ethereal and fade into the other
plane.
Most adventurers don't know about the
Chessires and those that do, just believe them harmless. In fact, Chessires have the
ability to hide so well that they are just unnoticed. They often
follow adventurers going into a dungeon, simply for the kicks, and
remain hidden or invisible until something strikes it's fancy and
then will lose focus and become visible. Cheshire's are generally
cautious, and will run away or go ethereal but when roused or care about individuals, they can be brave and cunning to help their allies.
Cheshire Creatures abstain from
combat, simply because they can. They have no real allies, as they
spend much of their time around sites they find interesting or
following other creatures. They also have no true enemies, as they
don't tend to cause problems. Some high level Sorcerers or Alchemists
seek Chessire beasts to milk them for their ethereal poison glands. A rare number make connections with adventurers and wish to travel around with them, but they seem to be interested in fun not combat and especially not getting treasure.
While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.
Experts are not entirely sure what
causes a few creatures to become inflicted with the Chesshire disease
template. It was formerly believed to be their bite, but now most
experts do not think this is the case. Others surmise it is simply
spending time around a chesshire or even sleeping near one.
Invisibility Flaw: There is a
10% chance that when trying to go invisible, not all of their body is
affected by their spell-like ability, and this part will still remain visible.
Sometimes a leg, tail or part of their face is visible. A failed
attempt does not count in their daily invisibility usages.
Inspired by: Lilly-White & the
Thief of Lesser Night by CSE Cooney in the collection Mad Hatters and
March Hares short story collection
Labels:
Cheshire,
D&D,
Ethereal Poison,
Fairytale,
Template
Thursday, 31 January 2019
Manufactured - Template
Many creatures in my dungeons are not natural creatures, but have been created to serve a specific set function. They are not exactly machines, but they do have a purpose and function. They are free-willed but feel obligated to act in a specific way over specific .
Created or Manufactured creatures - look, feel, sound exactly like living creatures, as they were designed to be just that, beings that exist for a specific reason, at a specific place and time. But if you remove them from those specifics, they start to go wonky, as they no longer perfectly fit and their programming is far less useful.
Most manufactured creatures perfectly mimic the creatures to fit a specific role. They do not just appear similar, but essentially are the creature they were intended to be. They do fully realize that they are not a true version, but as long as they fulfill the mission they were intended to do, it causes them no mental hardship. Also, hearing from someone else that they are artificial is meaningless to them, they do not need or want your opinion on their existence, they are fully self assured.
Manufactured Template
Size and Type Change to Construct Type
HD Change to d10, gain max (see below)
AC Gains +1 natural AC for HD over 5 (8 HD = +3 AC) in addition to any listed for base creature
Special Qualities Created Mind
Hardness 5/ +1 Gain 1 hardness for HD higher than 10
Metal Body
Resist acid, cold & fire 5 + 1/HD higher than 10
Vulnerability to electricity: Double damage on failed save, 1/2 dmg on made save
Windup Key - need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down.
Artificial - Manufactured creatures do not eat, sleep at lower rates and do not heal naturally. They are healed by magic, they slowly weaken from any damage
Abilities Str +4, Dex +4;
Over 5 HD, they gain +1/ HD to Int, Wis, Cha up to 15 HD
Constructs always have 10 Constitution
Skills (2+int) X HD; Gain +2 Knowledge (Constructs) per HD/level
Created Mind: Most constructs have a set purpose. They are allowed to pursue other goals as long as it does not cause deviation from their primary one. They get a +6 on saving throws if any spell would cause them to deviate from their stated purpose. For example, a Construct created to maintain a bridge, spells like Charm would still work, unless you request they ignore damage inflicted on the bridge.
Metal Body: Manufactured Creatures have construct traits but are treated and detected as mortal creatures. While they are partially healed normally by positive energy, they take quarter benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Manufactured creatures do not need to eat and sleep at quarter the normal rate of a human, usually two hours a night. They are not healed from rest.
They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.
Windup Key: need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down. Once they are shut down, they can be re-activated by someone making a
Craft (Construct) skill check - 20+1/day inactive. Most times the key is hidden and attached to their body, often on their back but it may be their heart or back of their brain. By default they cannot self wind.
Constructs in my game world have 10 Constitution, no benefits or penalties, and it cannot be changed thru magic or engineering. Manufactured constructs have max HP at creation, but they do not have the means to heal or wind themselves, so if they are abandoned, they quickly shut down. I normally determine by dice roll what condition they are in, assuming 40% + 2d6 X 5%, but sometimes just pick out their current status.
Created or Manufactured creatures - look, feel, sound exactly like living creatures, as they were designed to be just that, beings that exist for a specific reason, at a specific place and time. But if you remove them from those specifics, they start to go wonky, as they no longer perfectly fit and their programming is far less useful.
Most manufactured creatures perfectly mimic the creatures to fit a specific role. They do not just appear similar, but essentially are the creature they were intended to be. They do fully realize that they are not a true version, but as long as they fulfill the mission they were intended to do, it causes them no mental hardship. Also, hearing from someone else that they are artificial is meaningless to them, they do not need or want your opinion on their existence, they are fully self assured.
Manufactured Template
Size and Type Change to Construct Type
HD Change to d10, gain max (see below)
AC Gains +1 natural AC for HD over 5 (8 HD = +3 AC) in addition to any listed for base creature
Special Qualities Created Mind
Hardness 5/ +1 Gain 1 hardness for HD higher than 10
Metal Body
Resist acid, cold & fire 5 + 1/HD higher than 10
Vulnerability to electricity: Double damage on failed save, 1/2 dmg on made save
Windup Key - need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down.
Artificial - Manufactured creatures do not eat, sleep at lower rates and do not heal naturally. They are healed by magic, they slowly weaken from any damage
Abilities Str +4, Dex +4;
Over 5 HD, they gain +1/ HD to Int, Wis, Cha up to 15 HD
Constructs always have 10 Constitution
Skills (2+int) X HD; Gain +2 Knowledge (Constructs) per HD/level
Created Mind: Most constructs have a set purpose. They are allowed to pursue other goals as long as it does not cause deviation from their primary one. They get a +6 on saving throws if any spell would cause them to deviate from their stated purpose. For example, a Construct created to maintain a bridge, spells like Charm would still work, unless you request they ignore damage inflicted on the bridge.
Metal Body: Manufactured Creatures have construct traits but are treated and detected as mortal creatures. While they are partially healed normally by positive energy, they take quarter benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Manufactured creatures do not need to eat and sleep at quarter the normal rate of a human, usually two hours a night. They are not healed from rest.
They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.
Craft (Construct) skill check - 20+1/day inactive. Most times the key is hidden and attached to their body, often on their back but it may be their heart or back of their brain. By default they cannot self wind.
Constructs in my game world have 10 Constitution, no benefits or penalties, and it cannot be changed thru magic or engineering. Manufactured constructs have max HP at creation, but they do not have the means to heal or wind themselves, so if they are abandoned, they quickly shut down. I normally determine by dice roll what condition they are in, assuming 40% + 2d6 X 5%, but sometimes just pick out their current status.
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